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sound works
sound works 2 sound works 3 sound works sound works sound works sound works sound works sound fixes fix
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sound.h
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160
sound.h
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#pragma once
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#include <AL/al.h>
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#include <AL/alc.h>
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#include <cinttypes>
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#include <chrono>
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#include <unordered_map>
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#include <unordered_set>
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#include <glm/glm.hpp>
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#include "dumb3d.h"
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#include "parser.h"
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class load_error : public std::runtime_error
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{
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public:
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load_error(std::string const &f);
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};
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class sound_buffer
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{
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ALuint id;
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uint32_t refcount;
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std::chrono::time_point<std::chrono::steady_clock> last_unref;
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public:
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sound_buffer(std::string &file);
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~sound_buffer();
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ALuint get_id();
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void ref();
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void unref();
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std::chrono::time_point<std::chrono::steady_clock> unused_since();
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};
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//m7todo: make constructor/destructor private friend to sound_manager
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class sound
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{
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bool pos_dirty;
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glm::vec3 last_pos;
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protected:
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float max_dist;
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bool spatial;
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glm::vec3 pos;
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ALuint id;
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sound();
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public:
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float gain_off;
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float gain_mul;
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float pitch_off;
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float pitch_mul;
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virtual ~sound();
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virtual bool is_playing() = 0;
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virtual void play() = 0;
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virtual void stop() = 0;
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virtual void update(float dt);
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sound& dist(float);
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sound& gain(float);
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sound& pitch(float);
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virtual sound& loop(bool loop = true) = 0;
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sound& position(glm::vec3 const &);
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sound& position(Math3D::vector3 const &);
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};
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class simple_sound : public sound
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{
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sound_buffer *buffer;
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bool looping;
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bool playing;
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public:
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simple_sound(sound_buffer *buf);
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~simple_sound();
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void play();
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void stop();
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void update(float dt);
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sound& loop(bool loop = true);
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bool is_playing();
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};
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class complex_sound : public sound
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{
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sound_buffer *pre, *buffer, *post;
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enum class state
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{
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premain, // playing pre and continue to main
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prepost, // playing pre and jump to post
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main, //playing main
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post // playing post or idling
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} cs;
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public:
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complex_sound(sound_buffer* pre, sound_buffer* main, sound_buffer* post);
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~complex_sound();
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bool is_playing();
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void play();
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void stop();
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void update(float dt);
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sound& loop(bool loop = true);
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};
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class text_sound : public simple_sound
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{
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public:
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text_sound(sound_buffer *buf);
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void play();
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};
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class sound_manager
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{
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ALCdevice *dev;
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ALCcontext *ctx;
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const std::chrono::duration<float> gc_time = std::chrono::duration<float>(60.0f);
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std::unordered_map<std::string, sound_buffer*> buffers;
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std::unordered_set<sound*> sounds;
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std::string find_file(std::string);
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sound_buffer* find_buffer(std::string);
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sound_buffer* get_buffer(std::string const &);
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public:
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glm::vec3 pos, last_pos;
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sound_manager();
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~sound_manager();
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simple_sound* create_sound(std::string const &file);
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text_sound* create_text_sound(std::string const &file);
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complex_sound* create_complex_sound(std::string const &pre, std::string const &main, std::string const &post);
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complex_sound* create_complex_sound(cParser &);
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void destroy_sound(sound**);
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void update(float dt);
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void set_listener(glm::vec3 const &pos, glm::vec3 const &at, glm::vec3 const &up);
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void set_listener(Math3D::vector3 const &pos, Math3D::vector3 const &at, Math3D::vector3 const &up);
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};
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extern sound_manager* sound_man;
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